public static void TakePart(Entity entity, TractorBeam tractor) { if (entity as Yard) { // Waits to see if it will get more parts Yard.lastPartTakenTime = Time.time; Yard.partsTakenCombo++; } else { PassiveDialogueSystem.Instance.PushPassiveDialogue(entity.ID, "<color=lime>Your part has been added into your inventory.</color>", 4); } var shellPart = tractor.GetTractorTarget().GetComponent <ShellPart>(); var info = shellPart.info; info = ShipBuilder.CullSpatialValues(info); ShipBuilder.AddOriginToDictionary(shellPart); PlayerCore.Instance.cursave.partInventory.Add(info); PartIndexScript.AttemptAddToPartsObtained(info); PartIndexScript.AttemptAddToPartsSeen(info); if (NodeEditorFramework.Standard.YardCollectCondition.OnYardCollect != null) { NodeEditorFramework.Standard.YardCollectCondition.OnYardCollect.Invoke(info.partID, info.abilityID, shellPart.droppedSectorName); } Destroy(shellPart.gameObject); }
private static void CreateTractorBeam(AnimationService animationService, Ship ship, Bug bug) { var tb = new TractorBeam() { DrawPath = false, RotateAlongPath = false, Started = true, DestroyAfterComplete = false, IsMoving = false, PathIsLine = true, Location = new PointF(bug.Location.X, bug.Location.Y + 155) }; tb.SpriteBankIndex = 0; tb.SpriteBank.Add(new Sprite(Sprite.SpriteTypes.TractorBeam)); tb.SpriteBank.Add(new Sprite(Sprite.SpriteTypes.TractorBeam2)); tb.SpriteBank.Add(new Sprite(Sprite.SpriteTypes.TractorBeam3)); tb.SpriteBank.ForEach(a => { a.SourceRect = new Rectangle(0, 0, Constants.BiggerSpriteDestSize.Width, 0); a.DestRect = new Rectangle(0, 0, Constants.BiggerSpriteDestSize.Width, 0); }); animationService.Animatables.Add(tb); }
// Use this for initialization void Start() { _pickedUp = false; _canPlace = false; _hand = GameManager.Instance.GetComponent <CockpitReferences>().Hand; _beam = GameManager.Instance.GetComponent <CockpitReferences>().TractorBeam; _materials = GetComponent <Renderer>().materials; _count = 0; }
public void testTractorBeamSetIDS() { TractorBeam tb = new TractorBeam("2799531210", di); Assert.AreEqual("Tractor Beam", tb.Name); tb = tb.setIDS("2799531210"); Assert.AreEqual("Tractor Beam", tb.Name); }
protected override void Awake() { respawns = true; if (!tractor) { tractor = gameObject.AddComponent <TractorBeam>(); tractor.owner = this; } base.Awake(); // base awake }
void Start() { // Initialize components gravityGenerator = gameObject.AddComponent <GravityGenerator>(); oxygenGenerator = gameObject.AddComponent <OxygenGenerator>(); warrantScanner = gameObject.AddComponent <WarrantScanner>(); integrityScanner = gameObject.AddComponent <IntegrityScanner>(); diagnosticsScanner = gameObject.AddComponent <DiagnosticsScanner>(); tractorBeam = gameObject.AddComponent <TractorBeam>(); }
// Use this for initialization void Start() { _doorPositions = new Vector3[doors.Length]; for (int i = 0; i < doors.Length; i++) { _doorPositions[i] = doors[i].transform.position; } _hand = GameManager.Instance.GetComponent <CockpitReferences>().Hand; _beam = GameManager.Instance.GetComponent <CockpitReferences>().TractorBeam; snapped = false; index = 0; }
public async Task Part1_ConcreteExcercise() { // Arrange var input = "109,424,203,1,21101,11,0,0,1105,1,282,21102,18,1,0,1105,1,259,2102,1,1,221,203,1,21102,1,31,0,1106,0,282,21101,0,38,0,1106,0,259,20102,1,23,2,21202,1,1,3,21101,0,1,1,21102,57,1,0,1105,1,303,2101,0,1,222,20102,1,221,3,20101,0,221,2,21102,259,1,1,21101,0,80,0,1106,0,225,21102,135,1,2,21101,0,91,0,1105,1,303,2102,1,1,223,21001,222,0,4,21102,259,1,3,21102,1,225,2,21101,0,225,1,21101,118,0,0,1106,0,225,20101,0,222,3,21101,0,12,2,21101,0,133,0,1106,0,303,21202,1,-1,1,22001,223,1,1,21102,1,148,0,1105,1,259,1202,1,1,223,21002,221,1,4,20102,1,222,3,21101,0,17,2,1001,132,-2,224,1002,224,2,224,1001,224,3,224,1002,132,-1,132,1,224,132,224,21001,224,1,1,21102,1,195,0,105,1,109,20207,1,223,2,21001,23,0,1,21101,0,-1,3,21101,214,0,0,1105,1,303,22101,1,1,1,204,1,99,0,0,0,0,109,5,1202,-4,1,249,21201,-3,0,1,22102,1,-2,2,22102,1,-1,3,21102,250,1,0,1106,0,225,21202,1,1,-4,109,-5,2106,0,0,109,3,22107,0,-2,-1,21202,-1,2,-1,21201,-1,-1,-1,22202,-1,-2,-2,109,-3,2105,1,0,109,3,21207,-2,0,-1,1206,-1,294,104,0,99,21201,-2,0,-2,109,-3,2105,1,0,109,5,22207,-3,-4,-1,1206,-1,346,22201,-4,-3,-4,21202,-3,-1,-1,22201,-4,-1,2,21202,2,-1,-1,22201,-4,-1,1,22102,1,-2,3,21101,0,343,0,1106,0,303,1105,1,415,22207,-2,-3,-1,1206,-1,387,22201,-3,-2,-3,21202,-2,-1,-1,22201,-3,-1,3,21202,3,-1,-1,22201,-3,-1,2,22101,0,-4,1,21102,384,1,0,1105,1,303,1106,0,415,21202,-4,-1,-4,22201,-4,-3,-4,22202,-3,-2,-2,22202,-2,-4,-4,22202,-3,-2,-3,21202,-4,-1,-2,22201,-3,-2,1,22102,1,1,-4,109,-5,2106,0,0"; var subject = new TractorBeam(new IntcodeProgram(NullLogger <IntcodeProgram> .Instance)); // Act var result = await subject.SolvePart1Async(input.ToMemoryStream()); // Assert Assert.Equal("156", result); }
public static TractorBeam CreateTractorBeam(IPhysicsEntity from, IPhysicsEntity to) { if (Atom.Math.Vector2.DistanceSquared(from.Position, to.Position) >= 700.0f) { return(null); } var beam = new TractorBeam(from, to); beam.DrawStrategy = new TractorBeamDrawStrategy(); return(beam); }
protected override void Start() { if (!tractor) { tractor = gameObject.AddComponent <TractorBeam>(); tractor.owner = this; tractor.BuildTractor(); tractor.SetEnergyEnabled(false); } category = EntityCategory.Station; base.Start(); }
protected override void Start() { ID = AbilityID.Harvester; if (!owner) { owner = (Core as Turret).owner as ShellCore; } if (!tractor) { tractor = gameObject.AddComponent <TractorBeam>(); tractor.owner = Core; tractor.BuildTractor(); } }
public override void Init() { initialized = true; if (!craft.gameObject.GetComponent <TractorBeam>()) { beam = craft.gameObject.AddComponent <TractorBeam>(); beam.owner = craft; beam.BuildTractor(); } else { beam = craft.gameObject.GetComponent <TractorBeam>(); } beam.SetEnergyEnabled(false); }
/// <summary> /// Heals all nearby allies /// </summary> protected override void Execute() { TractorBeam tractor = Core.GetComponent <TractorBeam>(); if (tractor.GetTractorTarget() != null && tractor.GetTractorTarget().GetComponent <ShellPart>()) { if (FactionManager.IsAllied(Core.faction, PlayerCore.Instance.faction)) { Yard.TakePart(Core, tractor); } else { Core.TakeEnergy(-energyCost); var shellPart = tractor.GetTractorTarget().GetComponent <ShellPart>(); Destroy(shellPart.gameObject); } } else { Core.TakeEnergy(-energyCost); Draggable part = null; float dist = range * range; //Max distance of new tractor beam for (int i = 0; i < AIData.strayParts.Count; i++) { float d = (AIData.strayParts[i].transform.position - Core.transform.position).sqrMagnitude; Draggable target = AIData.strayParts[i].GetComponent <Draggable>(); if (d < dist && target && !target.dragging) { dist = d; part = target; } } if (part != null) { tractor.SetTractorTarget(part); } } }
void Update() { foreach (var payload in Payloads) { var delta = payload.position - transform.position; if (delta.sqrMagnitude <= LockonDistance * LockonDistance) { HingeJoint hj = gameObject.AddComponent <HingeJoint>(); hj.connectedBody = payload.GetComponent <Rigidbody>(); hj.axis = Vector3.forward; hj.anchor = Vector3.zero; TractorBeam.Create(transform, payload); // <WIP> maybe we want to "correct" the hang distance // in case you came in so hot that you are unusually // close (or far) from the payload? Meh... Payloads.Remove(payload); return; } } }
// Use this for initialization void Start() { magnet = transform.FindChild ("Magnet").GetComponent<TractorBeam>(); retract (); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); TractorBeam tractor = (TractorBeam)target; }
public void testTractorBeamBasic() { TractorBeam tb = new TractorBeam("2799531210", di); Assert.AreEqual("Tractor Beam", tb.Name); }
public void SendTractorStartMessage( NetworkViewID _viewID, TractorBeam.TractorFunction _tractorDirection, NetworkViewID _targetID) { this.GetComponent<NetworkView>().RPC( "OnTractorStartRPC", RPCMode.Others, _viewID, (int)_tractorDirection, _targetID ); }
void Awake() { wasOccupied = false; if (GameObject.Find ("BlockSpawner")){ blockSpawner = GameObject.Find ("BlockSpawner"); } launchCount = 0; f = 0; lowThresh = 10f; highThresh = 90f; knockbackFactor = 4f; baselineKnockback = 20f; occupied = false; nowProjectile = false; waiting = false; blockTypes = new int[] {0,0,0,0}; storedWeapons = new GameObject[] {null,null,null,null}; superNeutralBlockPath = "Prefabs/WeaponBlocks/SuperNeutralBlock"; superExplosiveBlockPath = "Prefabs/WeaponBlocks/SuperExplosiveBlock"; superFrozesplosiveBlockPath = "Prefabs/WeaponBlocks/SuperFreezeBlock"; superTelekineticBlockPath = "Prefabs/WeaponBlocks/SuperTelekineticBlock"; superTurretBlockPath = "Prefabs/WeaponBlocks/SuperTurretBlock"; if (gameObject.name == "WeaponDetector1"){ chargeDisplay = GameObject.Find ("ChargeBar1").GetComponent<ChargeDisplay> (); character = GameObject.Find ("Hero1"); arm = GameObject.Find ("Arm1").transform; tractorBeam = GameObject.Find ("TractorBeam1").GetComponent<TractorBeam>(); wepDSID = 1; } else { chargeDisplay = GameObject.Find ("ChargeBar2").GetComponent<ChargeDisplay> (); character = GameObject.Find ("Hero2"); arm = GameObject.Find ("Arm2").transform; tractorBeam = GameObject.Find ("TractorBeam2").GetComponent<TractorBeam>(); wepDSID = 2; } player = character.GetComponent<Player> (); controller = character.GetComponent<Controller> (); if (GameObject.Find ("MainCamera").GetComponent<CameraFollowPlayer1> ().enabled){ c1 = true; c2 = false; cameraFollowPlayer1 = GameObject.Find ("MainCamera").GetComponent<CameraFollowPlayer1> (); } else { c1 = false; c2 = true; cameraBattleArena = GameObject.Find ("MainCamera").GetComponent<CameraBattleArena> (); } baselineFire = 300f; fireSpeed = 12f; StartCoroutine (PeriodicCatalog ()); }
void Start() { beam = GetComponentInChildren <TractorBeam>(); }
public Station(Dictionary <string, Texture2D> textureDictionary, Vector2 position, Dictionary <string, List <ITurret> > turrets, float healthMax, float energyMax, float energyRegen, float turnRate, float speed, TractorBeam tractorBeam, int upgradeCount) : base(textureDictionary, position, turrets, healthMax, energyMax, energyRegen, turnRate, speed, tractorBeam, upgradeCount) { }
private void Start() { tractorBeam = GetComponentInChildren <TractorBeam>(); }
void Awake() { wasOccupied = false; if (GameObject.Find("BlockSpawner")) { blockSpawner = GameObject.Find("BlockSpawner"); } launchCount = 0; f = 0; lowThresh = 10f; highThresh = 90f; knockbackFactor = 4f; baselineKnockback = 20f; occupied = false; nowProjectile = false; waiting = false; blockTypes = new int[] { 0, 0, 0, 0 }; storedWeapons = new GameObject[] { null, null, null, null }; superNeutralBlockPath = "Prefabs/WeaponBlocks/SuperNeutralBlock"; superExplosiveBlockPath = "Prefabs/WeaponBlocks/SuperExplosiveBlock"; superFrozesplosiveBlockPath = "Prefabs/WeaponBlocks/SuperFreezeBlock"; superTelekineticBlockPath = "Prefabs/WeaponBlocks/SuperTelekineticBlock"; superTurretBlockPath = "Prefabs/WeaponBlocks/SuperTurretBlock"; if (gameObject.name == "WeaponDetector1") { chargeDisplay = GameObject.Find("ChargeBar1").GetComponent <ChargeDisplay> (); character = GameObject.Find("Hero1"); arm = GameObject.Find("Arm1").transform; tractorBeam = GameObject.Find("TractorBeam1").GetComponent <TractorBeam>(); wepDSID = 1; } else { chargeDisplay = GameObject.Find("ChargeBar2").GetComponent <ChargeDisplay> (); character = GameObject.Find("Hero2"); arm = GameObject.Find("Arm2").transform; tractorBeam = GameObject.Find("TractorBeam2").GetComponent <TractorBeam>(); wepDSID = 2; } player = character.GetComponent <Player> (); controller = character.GetComponent <Controller> (); if (GameObject.Find("MainCamera").GetComponent <CameraFollowPlayer1> ().enabled) { c1 = true; c2 = false; cameraFollowPlayer1 = GameObject.Find("MainCamera").GetComponent <CameraFollowPlayer1> (); } else { c1 = false; c2 = true; cameraBattleArena = GameObject.Find("MainCamera").GetComponent <CameraBattleArena> (); } baselineFire = 300f; fireSpeed = 12f; StartCoroutine(PeriodicCatalog()); }
private void addEquipment(string expectedType, string IDS, int Quantity) { switch (expectedType) { case GamedataSchema.GAMEDATAAMMO: Ammo a = new Ammo(IDS, Quantity, di); Ammo.Add(a); writeLog(Logger.LogLevels.DEBUG, "ReadAmmo", "Ammo: " + a.Name + "Quantity: " + a.Quantity); break; case GamedataSchema.GAMEDATACARGO: Cargo c = new Cargo(IDS, Quantity, di); Cargo.Add(c); writeLog(Logger.LogLevels.DEBUG, "ReadCargo", "Cargo: " + c.Name + "Quantity: " + c.Quantity); break; case GamedataSchema.GAMEDATACM: Countermeasure cm = new Countermeasure(IDS, di); Countermeasures.Add(cm); writeLog(Logger.LogLevels.DEBUG, "ReadCM", "CM: " + cm.Name); break; case GamedataSchema.GAMEDATAENGINES: Engine e = new Engine(IDS, di); Engines.Add(e); writeLog(Logger.LogLevels.DEBUG, "ReadEngine", "Engine: " + e.Name); break; case GamedataSchema.GAMEDATAGUNS: Gun g = new Gun(IDS, di); Guns.Add(g); writeLog(Logger.LogLevels.DEBUG, "ReadGun", "Gun: " + g.Name); break; case GamedataSchema.GAMEDATALIGHTS: Light l = new Light(IDS, di); Lights.Add(l); writeLog(Logger.LogLevels.DEBUG, "ReadLight", "Light: " + l.Name); break; case GamedataSchema.GAMEDATAMINES: Mine m = new Mine(IDS, di); Mines.Add(m); writeLog(Logger.LogLevels.DEBUG, "ReadMine", "Mine: " + m.Name); break; case GamedataSchema.GAMEDATAMISC: Misc mi = new Misc(IDS, di); Misc.Add(mi); writeLog(Logger.LogLevels.DEBUG, "ReadMisc", "Misc: " + mi.Name); break; case GamedataSchema.GAMEDATAPOWER: Power p = new Power(IDS, di); Power.Add(p); writeLog(Logger.LogLevels.DEBUG, "ReadPower", "Power: " + p.Name); break; case GamedataSchema.GAMEDATAPROJECTILES: Projectile pr = new Projectile(IDS, di); Projectiles.Add(pr); writeLog(Logger.LogLevels.DEBUG, "ReadProjectile", "Projectile: " + pr.Name); break; case GamedataSchema.GAMEDATASCANNERS: Scanner s = new Scanner(IDS, di); Scanners.Add(s); writeLog(Logger.LogLevels.DEBUG, "ReadScanner", "Scanner: " + s.Name); break; case GamedataSchema.GAMEDATASHIELDS: Shield sh = new Shield(IDS, di); Shields.Add(sh); writeLog(Logger.LogLevels.DEBUG, "ReadShield", "Shield: " + sh.Name); break; case GamedataSchema.GAMEDATATHRUSTERS: Thruster t = new Thruster(IDS, di); Thrusters.Add(t); writeLog(Logger.LogLevels.DEBUG, "ReadThruster", "Thruster: " + t.Name); break; case GamedataSchema.GAMEDATATRACTORBEAMS: TractorBeam tb = new TractorBeam(IDS, di); TractorBeams.Add(tb); writeLog(Logger.LogLevels.DEBUG, "ReadTractor", "Tractor: " + tb.Name); break; case GamedataSchema.GAMEDATATURRETS: Turret tu = new Turret(IDS, di); Turrets.Add(tu); writeLog(Logger.LogLevels.DEBUG, "ReadTurret", "Turret: " + tu.Name); break; } }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); _rnd = new Random(); camera = new Camera2D(GraphicsDevice); Graphics.PreferredBackBufferWidth = System.Windows.Forms.Screen.PrimaryScreen.Bounds.Width; // window width 801 Graphics.PreferredBackBufferHeight = System.Windows.Forms.Screen.PrimaryScreen.Bounds.Height; // window height 701 Graphics.IsFullScreen = false; GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; //graphics.PreferredBackBufferWidth = 801; // window width 801 //graphics.PreferredBackBufferHeight = 701; // window height 701 //graphics.IsFullScreen = false; Graphics.ApplyChanges(); halfScreen = new Vector2(Graphics.PreferredBackBufferWidth / 2f, Graphics.PreferredBackBufferHeight / 2f); defaultShipPos = Vector2.Zero; var tractorBeamTexture = Content.Load <Texture2D>("tractorBeam"); turret0Texture = Content.Load <Texture2D>("turret0"); turret1Texture = Content.Load <Texture2D>("turret1"); turretStationTexture = Content.Load <Texture2D>("turretStationTexture"); shot0Texture = Content.Load <Texture2D>("shot0"); shot0 = new Shot(shot0Texture, 60, "default", 15, 2); shot1Texture = Content.Load <Texture2D>("shot1"); shot1 = new Shot(shot1Texture, 60, "default", 15, 1); var laserStart = new Sprite(Content.Load <Texture2D>("laserStart")); var laserMiddle = new Sprite(Content.Load <Texture2D>("laserMiddle")); var laserEnd = new Sprite(Content.Load <Texture2D>("laserEnd")); var soundTest = Content.Load <SoundEffect>("Sounds\\Item_75"); turrets0.Add(new BasicTurret(turret1Texture, new Vector2(-7, -10), new Vector2(-7, -10), 0, shot1, 100, 0.05f, TurretType.Rotating, 30f)); turrets0.Add(new BasicTurret(turret1Texture, new Vector2(-7, 10), new Vector2(-7, 10), 0, shot1, 100, 0.05f, TurretType.Rotating, 30f)); turrets0[0].SoundEffect = soundTest; turrets0[1].SoundEffect = soundTest; turrets1.Add(new BasicTurret(turret1Texture, new Vector2(-10, -10), new Vector2(-10, -10), 0, shot0, 150, 0.05f, TurretType.Static, 30f)); turrets1.Add(new BasicTurret(turret1Texture, new Vector2(-10, 10), new Vector2(-10, 10), 0, shot0, 150, 0.05f, TurretType.Static, 30f)); turrets2.Add(new BasicTurret(turret0Texture, new Vector2(5, 0), new Vector2(5, 0), 0, shot0, 150, 0.05f, TurretType.Rotating, 30f)); turrets3.Add(new BasicTurret(turret1Texture, new Vector2(-5.5f, -28.5f), new Vector2(-5.5f, -28.5f), 0, shot0, 150, 0.05f, TurretType.Rotating, 30f)); turrets3.Add(new BasicTurret(turret1Texture, new Vector2(-5.5f, 27.5f), new Vector2(-5.5f, 27.5f), 0, shot0, 150, 0.05f, TurretType.Rotating, 30f)); turrets3Secondary.Add(new LaserTurret(turret1Texture, laserStart, laserMiddle, laserEnd, new Vector2(-4.5f, 0f), new Vector2(-4.5f, 0), 0, 20, 0.05f, TurretType.Rotating, 180f, 800f, 120f, 1f)); turretsStation.Add(new BasicTurret(turretStationTexture, new Vector2(5, 27), new Vector2(0, 27), 0, shot0, 150, 0.05f, TurretType.Rotating, 30f)); turretsStation.Add(new BasicTurret(turretStationTexture, new Vector2(5, -27), new Vector2(5, -27), 0, shot0, 150, 0.05f, TurretType.Rotating, 30f)); testTractorBeam = new TractorBeam(tractorBeamTexture, 300, 15, 20); // speed is speed/asteroid size LoadShips(); //LOADS SHIPS upgradeTextures.Add(Content.Load <Texture2D>("Energybooster")); upgradeTextures.Add(Content.Load <Texture2D>("EnergyRegenbooster")); upgradeTextures.Add(Content.Load <Texture2D>("Healthbooster")); GenerateUpgrades(); var turretStationCollection = new Dictionary <string, List <ITurret> >(); turretStationCollection.Add("primary", turretsStation); //stationShip stationDictionary.Add("Default", Content.Load <Texture2D>("stationTexture")); currentStation = new Station(stationDictionary, defaultShipPos, turretStationCollection, 100, 500, 15, 0.05f, 0, testTractorBeam, 5); //stationShip end //asteroid textures for (int i = 1; i < asteroidTextureAmount + 1; i++) { asteroidTextures.Add(Content.Load <Texture2D>("asteroid" + i)); } for (int i = 1; i < crystalTextureAmount + 1; i++) { crystalTextures.Add(Content.Load <Texture2D>("crystal" + i)); } redPixel = Content.Load <Texture2D>("redPixel"); whitePixel = Content.Load <Texture2D>("whitePixel"); greenPixel = Content.Load <Texture2D>("greenPixel"); redHealth = new Sprite(redPixel); greenHealth = new Sprite(greenPixel); //first sector currentSector = GenerateSector(); currentSector.CurrentShip = new Ship(ships[0]); currentSector.CurrentStation = currentStation; //first sector end energyIconTexture = Content.Load <Texture2D>("battery2"); aimTexture = Content.Load <Texture2D>("aimWhite"); aimSprite = new Sprite(aimTexture, new Vector2(halfScreen.X, halfScreen.Y), new Rectangle(0, 0, aimTexture.Width, aimTexture.Height)); energyBarSprite = new Sprite(whitePixel, new Vector2(0, 0), new Rectangle(0, 0, 18, 292)); font = Content.Load <SpriteFont>("font"); speed = defaultSpeed; halfScreenPos = new Vector2(halfScreen.X, halfScreen.Y); transparent = Content.Load <Texture2D>("transparent"); viewScorePos = new Vector2(10, 10); viewLivesPos = new Vector2(10, 40); viewXPos = new Vector2(0, 10); viewYPos = new Vector2(0, 40); clearColor = Color.FromNonPremultiplied(37, 40, 41, 255); viewMatrix = camera.GetViewMatrix(); //map generation ResetGame(); //backgrounds larger = front // TODO: https://msdn.microsoft.com/en-us/library/bb531208.aspx //particles var textures = new List <Texture2D> { Content.Load <Texture2D>("red"), Content.Load <Texture2D>("orange"), Content.Load <Texture2D>("yellow") }; particleEngine = new ParticleEngine(textures, new Vector2(0, 0)); //main menu _gameUserInterface.GenerateUserInterface(GameState.MainMenu); //test ships //testShip = new Ship(ships[2]); //testShip.SetPosition(new Vector2(-500, -500)); //bind default keys forwardKey = Keys.W; forwardKey2 = Keys.Up; }